Games of Counter-Strike have no respawns, so if you die, you have to spectate the rest of the match. It can generate big drama when one team is down to a single player and the other has three or more (as well as barbed comments when the full team is revived at the next round's start). Considering how fragile every player is, it's entirely possible for one to defeat three. It comes down to accuracy, smart positioning and maybe a little bit of luck. If you want to pull off a comeback victory, you have to learn how to shoot properly. Pressing and holding the trigger isn't going to get you anywhere. With SMGs and assault rifles, you have to burst first if you want to hit anything from a distance. Crouching helps steady your aim too, though can leave you vulnerable. And just because you decide to take cover behind a wooden door doesn't mean you're safe – bullets will pass right through.

GO's online game should be especially interesting during the PC beta test planned for this October, as those who get in will have a chance to test out the new Molotov cocktail. This grenade type is expensive, but has dramatic effects on the flow of battle. If you step on the carpet of flames produced by shattering the Molotov, you take damage over time. You're not actually set on fire, though. Once you're off the fire, you immediately stop taking damage. But still, the effect can be both disastrous and strategically useful. If a team's all bunched up in a corner, a well-placed Molotov can make a serious dent in their collective health and send them charging for an exit – easy prey for waiting snipers. It can also serve to completely block off an entryway to the enemy team. This gives a lot more power to the solo player, like a Counter-Terrorist trying to defend a bomb zone. If you know help is on the way and the direction of the incoming Terrorists, a well-placed Molotov will keep the enemy at bay for a few seconds, which can open up an opportunity to either escape or give teammates enough time to run over and help out.

Exit Theatre Mode

Another addition, the Zeus stun gun, is meant to be a tool of humiliation rather than something reliable. Valve considers it to be a joke weapon at this point. It's more expensive to buy than even the Molotov, carries only one charge, and needs to be fired at ultra-close range to hit. Though it seemed somewhat impractical given most are using deadly long-range weapons, I'm very interested to see if pro players may be able to come up with a more effective application for it. Many Counter-Strike favorites return like the AK-47, AWP, Desert Eagle and Famas, and other new weapons have been included as well that fill out the assault rifle and SMG categories. There's definitely a lot here to pick from, but the question of whether it'll all be useful remains, something Valve is looking to find out for sure in the beta.

Regarding map changes, playing on Dust 2, one of my personal favorite maps alongside Office and Italy, felt just like old times. It features a near perfect mix of long sight lines, hiding spots, alternate routes and opportunities for close-quarter surprises. Many of Aztec's changes have to do with the Terrorist spawn zone and additional cover near the double doors, though the main zones of combat should remain familiar to veterans. Dust has been opened up quite a bit from previous versions. The most noticeable alterations were made to the underpass side of the map. The space under the bridge in which Terrorists used to be so easily pinned down by sniper fire has been significantly widened, and a staircase has been built into the side providing an easy escape route to the top level. A plank bridge now connects the Counter Terrorist sniper nest with the other side, meaning there's a more direct route for Terrorists to charge in to the bomb site. Subtle changes were implemented too, like moving the Terrorist spawn slightly closer to the underpass so they can run down the ramp more quickly after a round starts. If you've never played Counter-Strike obviously none of this means much, but it does result in a more balanced feel to the map even after only a few play sessions. Even small changes can have big effects, and the added staircase, as insignificant as it may sound to a newcomer, should ensure many a round is played on Dust once GO is ready for launch next year.

In case you're a PC gamer and concerned about the current interface, don't worry: Valve plans on implementing a proper heads-up display and buy menu eventually. Counter-Strike GO is still very much in development, and much of the appropriate polish has yet to be added. Unfortunately it doesn't sound like sprays are going to make it in, but Valve still has a few surprises in store in terms of new maps and game modes.

The good news is the core gameplay feels just as satisfying as ever – it feels exactly like Counter-Strike, only with a Molotov cocktail and an updated art style. It's especially refreshing to play given the current shooter climate of progressive unlock obsession that often dwarfs the gameplay experience entirely. Few shooters can induce such panic and joy in so short a time frame. Whether you're stricken with terror as a Molotov soars out of nowhere and explodes at your feet match or the last surviving Terrorist camping over a live bomb with four CTs on the way, Counter-Strike: Global Offensive is very familiar and still a lot of fun.

And in case you were wondering, Valve has no plans for microtransactions in GO. That means no hats, aside from those already on the character models.